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Ventuz 6 Quick Guide

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Ventuz 6 Designer

  • Index
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Projects & Scenes
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Ventuz 6 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
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  • Color to RGBA
  • HSLA to Color
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DATA
  • Database
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GEOMETRY
  • Rectangle
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  • Cube
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  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
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  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
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  • Web Browser
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INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
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LAYER
  • 3D Layers
  • 3D Layer Reference
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LIGHT
  • Light Sources
LOGIC
  • Array Processing
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RENDER OPTIONS
  • Alpha Blending
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SOUND
  • Audio Clip
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SLIDES
  • Slide Manager
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TEXT
  • Text Effects
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TEXTURE
  • Background
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  • Texture
  • SVG Loader
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  • Live Video
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  • Snapshot Framebuffer
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  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
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  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
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Ventuz 6 Configuration Editor

  • Configuration
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Supported Hardware
  • How to Setup a Cluster Render

Ventuz 6 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
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  • Introduction
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  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode
  • Macros

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to setup Spout with Ventuz
  • How to use the Substance Integration

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Remoting 4 via Websockets
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
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Animation Rig

Animation Rig Provides animations for a mesh, and can be used to load .vzrig files and mix their included animations for the skeletal meshes

Animation Rig

The glTF format supports skeletal animations. Use the Animation Rig Node to assign the animations to the according mesh. Ventuz will save the imported skeletal animations as the .vzrig file format inside of the project structure under geometries.

You can load .vzrig files, select an animation slice and play it back based on timeline- or simple animation. If your rig contains more than one animation, so called slices, you can make use of the Animation Mixer. Press the "[+]" and choose if you want to use a timeline- or simple animation. After you selected an Animation Slice you can blend the selected Animation by changing the Time or Progress Value.

Blending of the animation mixer works as follows: It is like the last animation is on top of the stack and always blends over all others. So if you have an idle, walk and run animation, the highest weighting has the run animation. As long as it has an amount of 100%, no other slice is shown. If it has any other value it will be blended with exactly that weighting and all slices beneath it will have to share the remaining percentage. This procedure goes on until the first animation mixer is blended onto the base slice of the Animation Rig Node.

The visual shows the weighting of 3 animations. On the left the Run Animation overrides 100% of all other animations in the stack. On the right the Run Animation blends 50% over the Walk Animation while the Idle Animation is overridden 100% by the Walk Animation. The Animation Mixer looks like the following:

See also:
  • glTF format
  • Animation Nodes
  • Geometry Import
  • Mesh Loader
  • ​glTF Khronos Group

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